XCOM 2
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[WotC] RW Realistic Non Instantaneous Constructions
   
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Sep 18, 2017 @ 12:49pm
Jan 1, 2019 @ 8:22am
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[WotC] RW Realistic Non Instantaneous Constructions

In 1 collection by krumiro
Realistic War... or the "Mine Yours" Collection... ;)
25 items
Description
;My Shen doesn't "magically" pop out Items in an instant (out of her Mary Poppins bag???) but building them realistically takes time (proportionally to their Tech level) and, when she's not busy building Items (in one of my 2 Engineer Slots of her Engineering Workshop), she can be assigned as an Engineer elsewhere, yours?

;Donations: paypal.me/krumiro

;Doesn't it bother you that, while those poor guys in Proving Ground sweat for weeks for a stupid Skulljack, Shen instead instantly pulls stuff out of her magic hat as Firaxis unrealistically intended? Well, I couldn't stand it anymore and literally couldn't continue my Campaign until I modded this absurdity out of existence once and for all... No more magic tricks, Dr.Shen... ;)

;YOU CAN CHANGE THE VALUES (EXPLAINED BELOW) TO THE DESIRED ONES FROM THE .INI FILE
;and pleeeeease don't you dare asking where the .ini file is... seriously? ;)

;AUTOGENERATE CONSTRUCTION TIME
DaysToBuild = 1
ExtraDaysToBuildForEachTier = 1
;For example, a Tier 3 Item will take 1 + 3 days... (You can also select fractions of a day...)

;CHOOSE CLASSIFICATION TYPE
IPreferAdditionalBuildingTimeBasedOn6TiersInsteadOfOn3Tiers = true
;You can base it upon 3 Tiers (Conventional/Magnetic/Beam Kevlar/Plated/Powered) but also upon a 6-Tier Classification. In fact I realized that XCom2 Code has a hidden classification of 6 Tiers which is used by Firaxis as a better internal classification system to: order items shown in menus, to choose best item to autoequip, etc...

;WEAPONS
;Tier 0 CONVENTIONAL(ALL) FLASH/SMOKE GRENADES
;Tier 1 FLASH/SMOKE BOMBS EXPERIMENTAL GRENADES(10DAYS)
;Tier 2 MAGNETIC(RIFLE/SECONDARY) PLASMA GRENADE EXPERIMENTAL BOMBS (10DAYS)
;Tier 3 MAGNETIC(SHOTGUN/CANNON/SNIPER)
;Tier 4 BEAM(RIFLE/SECONDARY)
;Tier 5 BEAM(SHOTGUN/CANNON/SNIPER)
;(My Mini-Mod "RW Better Coil Laser Plasma Tiers Integration" correctly integrates Coil/Laser/Plasma Weapons into this Tier Classification in a linear increment for a correctly linear Construction Times generation... ;)

;ARMORS
;Tier 0 KEVLAR NANOFIBERVEST
;Tier 1 PLATED
;Tier 2 EXO/SPIDER(7DAYS)
;Tier 3 POWERED
;Tier 4 WRATH/WAR(10DAYS)
;(The ones from Proving Grounds already had Construction Time obviously)

;UTILITIES
;Tier 0 MEDIKIT
;Tier 1 NANOMEDIKIT/BATTLESCANNER/MIMICBEACON/MINDSHIELD
;Tier 2 COMBATSTIMS

;HIGHEST DIFFICULTY
IAlsoPreferLegendaryDifficultyToIncreaseConstructionTimeByFiftyPercent = true
;In Default-XCom2 all Proving Ground Construction Times are always increased by 50% in highest Difficulty (similar highest Difficulty Time increase exists for all Tygan Researches, Facility Constructions, Room Clearings, etc...). It feels appropriate to me to apply the same increase in Shen's Engineering Constructions...

;HOURS OR DAYS?
AmountOfDaysBelowWhichToShowConstructionTimeInHours = 3
;For a clearer description of the correct Construction Times of Low Tier Items (when 2 Engineers are assigned to them): 12hours, 36hours, etc... ;)

;SPARK REPAIR
;Assigning a Spark in the usual Repair Spark Slot will create a repair order put in the "construction line" with the rest of the Items and, as any order, it will be taken care of "only if" you place it as the first in line (similarly as in Proving Ground Projects)... ;)

;DIFFICULTY BALANCE
;In order to preserve the Difficulty Balance originally intended by Firaxis, the disadvantage of these new construction waiting times had to be compensated somehow. In my opinion the advantage of adding Shen as 1 extra assignable Engineer from the start not only elegantly compensates by letting her help in other jobs while not busy building items, but it is also realistic (what the hell was she doing before standing there all day like an idiot?). AAdditionally, the realistic disadvantage of Spark Repair now having to "compete" to be "first in line" amongst other Engineering Constructions, is elegantly compensated by the advantage of being able to double the repair speed by assigning a second Engineer (as for any other Engineering Construction)... ;)

;SUGGESTED MINI-MODS COMBOS
; "Realistic Non-Instantaneous Constructions" and "Realistic Non-Infinite Constructions" are perfect brothers. In fact they originally were one single Mini-Mod ("Realistic Constructions") but then decided to split them apart for debugging reasons (faster to switch them off separately to find bug), for politeness reasons (didn't want to throw to many options on your faces, guys) but mainly for didactical reasons (another good programming exercise for my personal XCom Programmimg Home-School)... ;)

;FIRST MEDIKIT
;Obviously during Tutorial days this Mini-Mod will automatically keep itself turned off so that the first Medikit will instantaneously come magically out of Shen's sleeve otherwise you would be stuck when Bradford expects you to equip it during the second mission... ;)

;CLASS OVERRIDES:
;+ModClassOverrides=(BaseGameClass="XComGameState_HeadquartersProjectBuildItem"
;+ModClassOverrides=(BaseGameClass="XComGameState_HeadquartersProjectHealSpark"
;+ModClassOverrides=(BaseGameClass="UIItemCard"

;INCOMPATIBYLITY LIST
;Please help me to update this list
;"WOTC Armor Ugrades Normalized"


DONATIONS
Are you so full of gratitude for this Mini-Mod that you will just explode if you don't offer me a beer?
Need me to add an option you like?
Want to help to keep this mod “surviving” XCom updates?
You’d like me to make it compatible with your favourite Mod?
Seen a bug and want to help me find the time to squash it?
XCom Modding is fun but doesn't pay the rent and free time is limited… Donations are NOT mandatory but if you want to "motivate" me to escalate this mod maintenance (or your suggested idea) higher on my free-time priority list… here is the Paypal link and I'll have a beer (or maybe lunch) in your honour. ;)
https://www.paypal.me/krumiro


DETECT CLASS OVERRIDES CONFLICTS BETWEEN MODS
Simply make a quick Harddrive Search for “+ModClassOverrides=(BaseGameClass=“
The results will show all the XComEngine.ini files of Mods that make Overrides. Check if any of those files have the same Class name after the “=“ and kindly ask the Modders to try to avoid that override or cooperate with each other. When 2 mods override the same class the game gets HORRIBLY VERY SLOW and only 1 of the 2 Mods works (randomly).
26 Comments
Hartman Jun 27, 2020 @ 7:10pm 
Agree with Hohen for the late game, possibly make a breakthrough research for an additional 25-50%? or a proving ground upgrade to add another engineer slot or 2. Great mod thanks for making
Meuhoua Apr 26, 2020 @ 4:32pm 
Hello there !
I'm using this mod on my new game with LWOTC beta (and plenty of others mods, but i dont think any have an incidence on my problem, they do not concern inventory or tech), and i got a strange issue : building time for SPARK renforced frame is insane (6667 days) ; note for all others item i've unlock for now, the time seems correct.
Any idea to solve this kind of thing ?
Hohen Jan 1, 2019 @ 1:41pm 
Can't wait to try out the update! From the sounds of it you probably fixed the issue I talked about.

After finishing a full campaign with the mod the only suggestion I might add is a way to either add another engineer to help quicken things along or use unused engineers somehow to reduce buildtime. Towards the end of my game I had quite a few extra engineers and the only thing I was waiting on were things Shen was making.

Beyond that it adds so much to the game, it just seems that late game it adds extra drag time when I clearly have the resources to speed it up. eg: engineers standing around.
krumiro  [author] Jan 1, 2019 @ 8:31am 
Just uploaded an Update which:

1. fixes a Bug which sometimes prevented the Spark from starting Healing/Repearing when the RepairSpark order moved from "second in construction-line" to "first in construction-line" from the Geoscape time-advancing... ;)

2. makes this Mini-Mod (hopefully) universally compatible with "all" (not "some" as before) other Weapons/Armors/Utilities created (or moved from ProvingGround to ShenEngineering) by other Mods from other Modders therefore making all of them (hopefully) correctly converted here into Non-Instantaneous.. ;)

If some other Modder's Item are still incompatible (still Instantaneous) let me know... ;)
Hohen Nov 20, 2018 @ 9:11pm 
I've been using this mod in conjunction with Proving Ground Overhaul and it seems the plans it adds to Shen's item list don't receive a build time. I've gone into the PGO code to see if I can figure a way to add a DaysToBuild in somewhere but so far no luck. Just thought it might be worth mentioning, see if you had any ideas for a workaround.
mystermask Nov 20, 2018 @ 3:05am 
A really great series of mods, totally goes under my radar.

The game is way more complex and I do enjoy that !
IOException Sep 12, 2018 @ 12:31pm 
SPARKS are fixed! Thank you. Plus it seems that assigning a 2nd engineer with Shen in Engineering now halves the time to build items. Great!
krumiro  [author] Sep 5, 2018 @ 2:37pm 
Just uploaded an Update fixing a bug about the first Medikit in the Tutorial: now this Mini-Mod will automatically keep itself turned off during Tutorial so that the first Medikit will instantaneously come magically out of Shen's sleeve so that you won't be stuck when Bradford expects you to immediately equip it during the second mission... ;)
neIVIesis Aug 28, 2018 @ 6:26pm 
Unfortunately during the tutorial,the medkit built stays stuck. I had to disable the mod to proceed in that part of the game.
krumiro  [author] Jul 9, 2018 @ 2:53pm 
Just uploaded the completion of the previous update... ;) now Spark Repair time is doubled when a second Engineer is assigned in Engineering (as for any other Engineering Construction)... ;)